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i'm playing necromancer class only and devoted to pet build. as you say necromancer with pet are not good with synergy, the pet that doesn't has duration is low capability to survive, and it highly depend on other class skill such blood of dreeg or wendigo totem to heal thier minion, without a heal skeleton will die from 4 or 6 hit from bosses enemy, other than that duration pet are loot usefull and effiecient but you need go hybird for this. and skeleton has much diffrent type of damage, vitality, fire, physical and piercing but you can ignore it by making them do devotion skill and increase all damage. and is hard to balancing player survivability, you had good and powerfull pet damage, but you will died faster. diffrent from other class that can go tanking and leeching some HP from enemy, pet build usualy rely on a healing skill that has cooldown. so yea it's really hard to make pet build that jack of all trades.
i think necromancer deserve a item that allowing raise dead summoning 6 skeleton at once or more so we can just go all damage and ignoring pet resistance.
Synergy is not limited to dmg channels though. I.e Inquisitor used for auras/heal/seal. Shaman can be used for general sturdiness and, again i.e, wind devil as devotion deliverer. Occultist for resist shred/attack speed/healing....you get the picture
Regarding synergy, Zantai (and/or Crate) has said that they agree that there are too many damage types and if they ever do GD2 it is likely that will be toned down somewhat. The more masteries they put in the game the more time consuming and difficult it becomes to create synergy among the old and new masteries. It isn't just the mastery skills they have to worry about, they have to retrofit this synergy among existing (and new) items as well as in the Devotions. Plus new skill animations and lore and gear etc. And then they have to bring some semblance of balance to it all on top of it. Ponder it for a bit and try to wrap your head around that task.
Can't say I envy them that job but it does give you an appreciation for the scale of the job they do when adding new masteries. I'd been hoping for 2 new masteries with this expac but the more I think on it the less I blame them for doing only one.
http://www.grimdawn.com/forums/showthread.php?p=691270#post691270
Yeah, I'm aware. Pet builds aren't as popular with enthusiasts (or in general) because to some extent, your pets are playing the game for you.
Still, what matters here is proportion, not popularity. People do play pet builds. It just seems like something went awry when what should be the premiere pet-based mastery has by far the fewest pet builds of all pet-related masteries in the official forum's build compilation. There are over twice as many pet builds for Shaman, and nearly three times as many for Occultist.
Almost 95% of the time, people use Necromancer for something other than pets. And yeah, the fact that you either have to focus heavily on minions or not at all is definitely a factor... realistically, pets are a damage type unto themselves, except of course that they typically all do different types of damage.
That's true. Some builds are heavily invested in one mastery and grab, say, a passive and one skill line from another. They're still constrained by damage channels when doing that, though.
The other thing is, new players (like me, pretty much; I've played before, but ages ago) aren't yet aware of the existence of gear that can make otherwise unviable builds viable, usually due to some form of damage conversion.
Personally I'd be a lot happier if damage bonuses from gear were more general, so that using several abilities each with different combinations of damage types was viable (the class system is mix-and-match after all), but I know the game mechanics design is set in stone now.
I did consider this, but the newness of Necromancer shouldn't really matter much proportionally or otherwise, because there are almost as many Necromancer builds (approx. 85) as there are Occultist and Shaman builds (both approx. 95).
Oh, I have pondered it; I've known they went overboard with damage types and resistances for years now. I think they did it for "flavor" and it backfired on them mechanically.
It's good to know Crate more-or-less agree with my assessment, at least in a general and/or logistical sense. I'm just glad I'm not the lone guy here spewing complete crazy talk.
because we don't have enough skill point to maxed all in here, not like diablo 3. pet always ended up 16 pet summon level skill,12 pet aura or important skill & 1 pet active skill or pet powerup skill. but like i said before, if you had very strong pet you will lack at survivability not to mention your DA and OA is usualy damn low for pet build. i can finish the game in ultimate hardcore but mostly i'm always avoid fighting nemesis ultimate, not until i have atleast 60% of endgame item.
Necromancer is very popular for pet builds, and extremely successful at them.
Usually said items are made for summoners and the differences between them is the classes they cater to, which pets they focus on from said classes and finally damage and other related bonuses.
Whereas if you don't go for the pets in those 3 classes you suddenly have way more options in what combos you can go with.
And regarding the number of damage types and resistances. I sorta like the large variety and at the same time dislike it. One of the pros of the large selection obviously being the many variances of builds one can make. Then you realise that they couldn't have really thought of or had the time to make unique items for every possible build and then might realise that your specific combo might have little end game equipment support.
It's a balancing act of pro's and con's.
I run pet cabalist with Lost soul set - one of nice side of this that it turn Hellhound damage to vitality that scale with most necro abilities, while bond of Bysmiel is all damage and blood of dreeg the same + healing. It can be even boosrted with curse of frailty and Vurnebality that benefit all necro pets too. Absolutely no issue with synergies here. Even though most headache gives me variety of skeleton summons damage (warrior, mage, archer, revenant..) but its not so big deal as it sound.
Have to say it is likely my "most sucessful" build that finished Ultimate and all end game zones (+ 1- 170 Gladiator) with hands in pocket and never died. Choosed majority fo resisatnce and healing devotions that benefit both myself and pets so even skeletons almost never die. Little boring indeed but thats it (likely not able ever beat Lokarr or other top celestials with it.. but that was never purpose)
A lot of the dedicated forum posters, the ones who typically make said builds, don't generally like playing pet builds. This alone will skew the number of pet builds you see posted.
Nor does the number of pet builds reflect how effective a mastery is for pets. Your logic is falling into the thought of equality of outcome, which is a terrible way to balance things since it fails to properly acknowledge reasons for ratio discrepencies.